#ifndef HGL_SHADER_INCLUDE #define HGL_SHADER_INCLUDE #include #include #include // #include // #include namespace hgl { namespace graph { constexpr uint HGL_MAX_SHADER_NAME_LENGTH=128; ///<最大Shader名称长度 /** * 着色程序类型枚举 */ enum ShaderType ///着色程序类型 { stVertex=0, ///<顶点着色程序 stTessControl, ///<镶嵌控制着色程序(需OpenGL 4.0或ARB_tessellation_shader) stTessEval, ///<镶嵌评估着色程序(需OpenGL 4.0或ARB_tessellation_shader) stGeometry, ///<几何着色程序 stFragment, ///<片断着色程序 stCompute, ///<计算着色程序(需OpenGL 4.3或ARB_compute_shader) stEnd };//enum ShaderType extern const char ShaderTypeName[ShaderType::stEnd][32]; ///<着色程序名称 /** * 着色器程序 */ class Shader { uint program; uint shader_index[ShaderType::stEnd]; private: bool Link(); ///<连接使用当前着色程序 protected: Map attrib_location; Map uniform_location; // Map uniform_block_index; // MapObject uniform_block_object; // // Map ssbo_index; // MapObject ssbo_object; int _GetAttribLocation(const char *); ///<取得指定属性地址 int _GetUniformLocation(const char *); ///<取得一个变量的地址 // int _GetUniformBlockIndex(const char *); ///<取得一个只读数据块的地址索引 // int _GetShaderStorageIndex(const char *); ///<取得一个数据存储区的地址索引 public: Shader(){program=0;hgl_zero(shader_index,ShaderType::stEnd);} ~Shader(){Clear();} void Clear(); ///<清除着色程序 bool AddShader (const int shader_type,const char *); ///<增加一个着色程序 bool AddVertexShader (const char *code){return AddShader(ShaderType::stVertex,code);} ///<增加一个顶点着色程序 bool AddGeometryShader (const char *code){return AddShader(ShaderType::stGeometry,code);} ///<增加一个几何着色程序 bool AddFragmentShader (const char *code){return AddShader(ShaderType::stFragment,code);} ///<增加一个片断着色程序 bool AddComputeShader (const char *code){return AddShader(ShaderType::stFragment,code);} ///<增加一个计算着色程序 bool AddTessShader (const char *tess_control_shader,const char *tess_evaluation_shader) ///<增加一个镶嵌着色程序 { if(!AddShader(ShaderType::stTessControl,tess_control_shader ))return(false); if(!AddShader(ShaderType::stTessEval, tess_evaluation_shader ))return(false); return(true); } bool Build(); ///<构建当前添加的着色程序 bool Use(); ///<使用当前着色程序 int GetAttribLocation(const char *); ///<取得指定属性地址 int GetUniformLocation(const char *); ///<取得一个变量的地址 // int GetUniformBlockIndex(const char *); ///<取得一个只读数据块索引 // int GetShaderStorageIndex(const char *); ///<取得一个数据存储区索引 //bool SetAttrib1f(int,float); //bool GetAttrib1f(int,float &); public: //设置一致变量用函数 bool SetUniform1f(int,float); bool SetUniform2f(int,float,float); bool SetUniform3f(int,float,float,float); bool SetUniform4f(int,float,float,float,float); bool SetUniform1i(int,int); bool SetUniform2i(int,int,int); bool SetUniform3i(int,int,int,int); bool SetUniform4i(int,int,int,int,int); bool SetUniform1ui(int,unsigned int); bool SetUniform2ui(int,unsigned int,unsigned int); bool SetUniform3ui(int,unsigned int,unsigned int,unsigned int); bool SetUniform4ui(int,unsigned int,unsigned int,unsigned int,unsigned int); bool SetUniform1fv(int,int count,const float *); bool SetUniform2fv(int,int count,const float *); bool SetUniform3fv(int,int count,const float *); bool SetUniform4fv(int,int count,const float *); bool SetUniform2fv(int index,const Vector2f &v){return SetUniform2fv(index,1,(const float *)&v);} bool SetUniform3fv(int index,const Vector3f &v){return SetUniform3fv(index,1,(const float *)&v);} bool SetUniform4fv(int index,const Vector4f &v){return SetUniform4fv(index,1,(const float *)&v);} bool SetUniform1iv(int,int count,const int *); bool SetUniform2iv(int,int count,const int *); bool SetUniform3iv(int,int count,const int *); bool SetUniform4iv(int,int count,const int *); bool SetUniform1uiv(int,int count,const unsigned int *); bool SetUniform2uiv(int,int count,const unsigned int *); bool SetUniform3uiv(int,int count,const unsigned int *); bool SetUniform4uiv(int,int count,const unsigned int *); bool SetUniformMatrix2fv(int,const float *); bool SetUniformMatrix3fv(int,const float *); bool SetUniformMatrix4fv(int,const float *); bool SetUniformMatrix2x3fv(int,const float *); bool SetUniformMatrix3x2fv(int,const float *); bool SetUniformMatrix2x4fv(int,const float *); bool SetUniformMatrix4x2fv(int,const float *); bool SetUniformMatrix3x4fv(int,const float *); bool SetUniformMatrix4x3fv(int,const float *); public: bool SetUniform1f(const char *,float); bool SetUniform2f(const char *,float,float); bool SetUniform3f(const char *,float,float,float); bool SetUniform4f(const char *,float,float,float,float); bool SetUniform1i(const char *,int); bool SetUniform2i(const char *,int,int); bool SetUniform3i(const char *,int,int,int); bool SetUniform4i(const char *,int,int,int,int); bool SetUniform1ui(const char *,unsigned int); bool SetUniform2ui(const char *,unsigned int,unsigned int); bool SetUniform3ui(const char *,unsigned int,unsigned int,unsigned int); bool SetUniform4ui(const char *,unsigned int,unsigned int,unsigned int,unsigned int); bool SetUniform1fv(const char *,int count,const float *); bool SetUniform2fv(const char *,int count,const float *); bool SetUniform3fv(const char *,int count,const float *); bool SetUniform4fv(const char *,int count,const float *); bool SetUniform2fv(const char *name,const Vector2f &v){return SetUniform2fv(name,1,(const float *)&v);} bool SetUniform3fv(const char *name,const Vector3f &v){return SetUniform3fv(name,1,(const float *)&v);} bool SetUniform4fv(const char *name,const Vector4f &v){return SetUniform4fv(name,1,(const float *)&v);} bool SetUniform1iv(const char *,int count,const int *); bool SetUniform2iv(const char *,int count,const int *); bool SetUniform3iv(const char *,int count,const int *); bool SetUniform4iv(const char *,int count,const int *); bool SetUniform1uiv(const char *,int count,const unsigned int *); bool SetUniform2uiv(const char *,int count,const unsigned int *); bool SetUniform3uiv(const char *,int count,const unsigned int *); bool SetUniform4uiv(const char *,int count,const unsigned int *); bool SetUniformMatrix2fv(const char *,const float *); bool SetUniformMatrix3fv(const char *,const float *); bool SetUniformMatrix4fv(const char *,const float *); bool SetUniformMatrix3fv(const char *name,const Matrix3f &m){return SetUniformMatrix3fv(name,(const float *)&m);} bool SetUniformMatrix4fv(const char *name,const Matrix4f &m){return SetUniformMatrix4fv(name,(const float *)&m);} bool SetUniformMatrix2x3fv(const char *,const float *); bool SetUniformMatrix3x2fv(const char *,const float *); bool SetUniformMatrix2x4fv(const char *,const float *); bool SetUniformMatrix4x2fv(const char *,const float *); bool SetUniformMatrix3x4fv(const char *,const float *); bool SetUniformMatrix4x3fv(const char *,const float *); // public: //Uniform Block // // UBO *GetUniformBlock(const char *,uint=HGL_DYNAMIC_DRAW); // SSBO *GetShaderStorage(const char *,uint=HGL_DYNAMIC_DRAW); };//class Shader }//namespace graph }//namespace hgl #endif//HGL_SHADER_INCLUDE